Doc:2.6/Manual/Game Engine/Logic/Actuators/Action

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Action Actuator

Action Actuator

Actuates armature actions, and sets the playback method. The Action actuator is only visible when an armature is selected, because actions are stored in the armature.

See Actuator Common Options for common options.

Special Options:

Action Playback Type
Play
Play ipo once from start to end when a TRUE pulse is received.
Ping Pong
Play ipo once from start to end when a TRUE pulse is received. When the end is reached play ipo once from end to start when a TRUE pulse is received.
Flipper
Play ipo once from start to end when a TRUE pulse is received. (Plays backwards when a FALSE pulse is received).
Loop End
Play ipo continuously from end to start when a TRUE pulse is received.
Loop Start
Play ipo continuously from start to end when a TRUE pulse is received.
Property
Uses a property to define what frame is displayed.
Action
Select the action to use
Continue
Restore last frame when switching on/off, otherwise play from the start each time.
Start Frame
Set the start frame of the action.
End Frame
Set the end frame of the action.
Child Button
Update action on all children objects as well.
Blendin
Number of frames of motion blending.
Priority
Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack.
Frame Property
Assign the action’s current frame number to this property.
Property
Use this property to define the Action position. Only for Property playback type.
Layer
The animation layer to play the action on.
Layer Weight
How much of the previous layer to blend into this one.